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	</style></head><body><pre><span class='line'>  1</span> <span class="COMM">/*****************************************************************************
<span class='line'>  2</span> * Cal3D 3d character animation library
<span class='line'>  3</span> * Copyright (C) 2001, 2002 Bruno 'Beosil' Heidelberger
<span class='line'>  4</span> *
<span class='line'>  5</span> * This library is free software; you can redistribute it and/or modify it
<span class='line'>  6</span> * under the terms of the GNU Lesser General Public License as published by
<span class='line'>  7</span> * the Free Software Foundation; either version 2.1 of the License, or (at
<span class='line'>  8</span> * your option) any later version.
<span class='line'>  9</span> *****************************************************************************/</span><span class="WHIT">
<span class='line'> 10</span> 
<span class='line'> 11</span> </span><span class="COMM">/*****************************************************************************
<span class='line'> 12</span> * Cal3DJS Javascript port of Cal3D for WebGL and canvas applications
<span class='line'> 13</span> * by Humu humu2009@gmail.com
<span class='line'> 14</span> * http://code.google.com/p/cal3djs/
<span class='line'> 15</span> *****************************************************************************/</span><span class="WHIT">
<span class='line'> 16</span> 
<span class='line'> 17</span> 
<span class='line'> 18</span> </span><span class="COMM">/**
<span class='line'> 19</span> 	@class CalSubmesh
<span class='line'> 20</span> */</span><span class="WHIT">
<span class='line'> 21</span> </span><span class="NAME">Cal3D.CalSubmesh</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="NAME">coreSubmesh</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'> 22</span> </span><span class="WHIT">	</span><span class="NAME">this.m_coreSubmesh</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">coreSubmesh</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 23</span> </span><span class="WHIT">	</span><span class="NAME">this.m_vectorMorphTargetWeight</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">new</span><span class="WHIT"> </span><span class="NAME">Array</span><span class="PUNC">(</span><span class="NAME">coreSubmesh.getCoreSubMorphTargetCount</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 24</span> </span><span class="WHIT">	</span><span class="NAME">this.m_vectorVertex</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="PUNC">[</span><span class="PUNC">]</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 25</span> </span><span class="WHIT">	</span><span class="NAME">this.m_vectorNormal</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="PUNC">[</span><span class="PUNC">]</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 26</span> </span><span class="WHIT">	</span><span class="NAME">this.m_vectorvectorTangentSpace</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="PUNC">[</span><span class="PUNC">]</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 27</span> </span><span class="WHIT">	</span><span class="NAME">this.m_vectorFace</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">new</span><span class="WHIT"> </span><span class="NAME">Array</span><span class="PUNC">(</span><span class="NAME">coreSubmesh.getFaceCount</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 28</span> </span><span class="WHIT">	</span><span class="NAME">this.m_vectorPhysicalProperty</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="PUNC">[</span><span class="PUNC">]</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 29</span> </span><span class="WHIT">	</span><span class="NAME">this.m_vertexCount</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 30</span> </span><span class="WHIT">	</span><span class="NAME">this.m_faceCount</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 31</span> </span><span class="WHIT">	</span><span class="NAME">this.m_coreMaterialId</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="PUNC">-</span><span class="NUMB">1</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 32</span> </span><span class="WHIT">	</span><span class="NAME">this.m_bInternalData</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">false</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 33</span> 
<span class='line'> 34</span> </span><span class="WHIT">	</span><span class="COMM">// initialize faces</span><span class="WHIT">
<span class='line'> 35</span> </span><span class="WHIT">	</span><span class="KEYW">for</span><span class="PUNC">(</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">faceId</span><span class="PUNC">=</span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">faceId</span><span class="PUNC">&lt;</span><span class="NAME">this.m_vectorFace.length</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">faceId</span><span class="PUNC">++</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'> 36</span> </span><span class="WHIT">		</span><span class="NAME">this.m_vectorFace</span><span class="PUNC">[</span><span class="NAME">faceId</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">new</span><span class="WHIT"> </span><span class="NAME">Cal3D.CalSubmesh.Face</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 37</span> </span><span class="WHIT">	</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'> 38</span> 
<span class='line'> 39</span> </span><span class="WHIT">	</span><span class="COMM">// set the initial lod level</span><span class="WHIT">
<span class='line'> 40</span> </span><span class="WHIT">	</span><span class="NAME">this.setLodLevel</span><span class="PUNC">(</span><span class="NUMB">1</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 41</span> 
<span class='line'> 42</span> </span><span class="WHIT">	</span><span class="COMM">// set the initial morph target weights</span><span class="WHIT">
<span class='line'> 43</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">morphTargetCount</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">coreSubmesh.getCoreSubMorphTargetCount</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 44</span> </span><span class="WHIT">	</span><span class="KEYW">for</span><span class="PUNC">(</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">morphTargetId</span><span class="PUNC">=</span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">morphTargetId</span><span class="PUNC">&lt;</span><span class="NAME">morphTargetCount</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">morphTargetId</span><span class="PUNC">++</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'> 45</span> </span><span class="WHIT">		</span><span class="NAME">this.m_vectorMorphTargetWeight</span><span class="PUNC">[</span><span class="NAME">morphTargetId</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 46</span> </span><span class="WHIT">	</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'> 47</span> 
<span class='line'> 48</span> </span><span class="WHIT">	</span><span class="COMM">// check if the submesh instance must handle the vertex and normal data internally</span><span class="WHIT">
<span class='line'> 49</span> </span><span class="WHIT">	</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="NAME">coreSubmesh.getSpringCount</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">></span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'> 50</span> </span><span class="WHIT">		</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">vertexCount</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">coreSubmesh.getVertexCount</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 51</span> 
<span class='line'> 52</span> </span><span class="WHIT">		</span><span class="NAME">this.m_vectorVertex</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">new</span><span class="WHIT"> </span><span class="NAME">Array</span><span class="PUNC">(</span><span class="NAME">vertexCount</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 53</span> </span><span class="WHIT">		</span><span class="NAME">this.m_vectorNormal</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">new</span><span class="WHIT"> </span><span class="NAME">Array</span><span class="PUNC">(</span><span class="NAME">vertexCount</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 54</span> 
<span class='line'> 55</span> </span><span class="WHIT">		</span><span class="NAME">this.m_vectorvectorTangentSpace</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">new</span><span class="WHIT"> </span><span class="NAME">Array</span><span class="PUNC">(</span><span class="NAME">coreSubmesh.getVectorVectorTangentSpace</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">.</span><span class="NAME">length</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 56</span> 
<span class='line'> 57</span> </span><span class="WHIT">		</span><span class="NAME">this.m_vectorPhysicalProperty</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">new</span><span class="WHIT"> </span><span class="NAME">Array</span><span class="PUNC">(</span><span class="NAME">vertexCount</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 58</span> 
<span class='line'> 59</span> </span><span class="WHIT">		</span><span class="COMM">// get the vertex vector of the core submesh</span><span class="WHIT">
<span class='line'> 60</span> </span><span class="WHIT">		</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">vectorVertex</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">coreSubmesh.getVectorVertex</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 61</span> 
<span class='line'> 62</span> </span><span class="WHIT">		</span><span class="COMM">// copy the data from the core submesh as default values</span><span class="WHIT">
<span class='line'> 63</span> </span><span class="WHIT">		</span><span class="KEYW">for</span><span class="PUNC">(</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">vertexId</span><span class="PUNC">=</span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">vertexId</span><span class="PUNC">&lt;</span><span class="NAME">vertexCount</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">vertexId</span><span class="PUNC">++</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'> 64</span> </span><span class="WHIT">			</span><span class="COMM">// copy the vertex data</span><span class="WHIT">
<span class='line'> 65</span> </span><span class="WHIT">			</span><span class="NAME">this.m_vectorVertex</span><span class="PUNC">[</span><span class="NAME">vertexId</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">new</span><span class="WHIT"> </span><span class="NAME">Cal3D.CalVector</span><span class="PUNC">(</span><span class="NAME">vectorVertex</span><span class="PUNC">[</span><span class="NAME">vertexId</span><span class="PUNC">]</span><span class="PUNC">.</span><span class="NAME">position</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 66</span> </span><span class="WHIT">			</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">physicalProperty</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">new</span><span class="WHIT"> </span><span class="NAME">Cal3D.CalSubmesh.PhysicalProperty</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 67</span> </span><span class="WHIT">			</span><span class="NAME">physicalProperty.position.assign</span><span class="PUNC">(</span><span class="NAME">vectorVertex</span><span class="PUNC">[</span><span class="NAME">vertexId</span><span class="PUNC">]</span><span class="PUNC">.</span><span class="NAME">position</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 68</span> </span><span class="WHIT">			</span><span class="NAME">physicalProperty.positionOld.assign</span><span class="PUNC">(</span><span class="NAME">vectorVertex</span><span class="PUNC">[</span><span class="NAME">vertexId</span><span class="PUNC">]</span><span class="PUNC">.</span><span class="NAME">position</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 69</span> </span><span class="WHIT">			</span><span class="NAME">this.m_vectorPhysicalProperty</span><span class="PUNC">[</span><span class="NAME">vertexId</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">physicalProperty</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 70</span> 
<span class='line'> 71</span> </span><span class="WHIT">			</span><span class="COMM">// copy the normal data</span><span class="WHIT">
<span class='line'> 72</span> </span><span class="WHIT">			</span><span class="NAME">this.m_vectorNormal</span><span class="PUNC">[</span><span class="NAME">vertexId</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">new</span><span class="WHIT"> </span><span class="NAME">Cal3D.CalVector</span><span class="PUNC">(</span><span class="NAME">vectorVertex</span><span class="PUNC">[</span><span class="NAME">vertexId</span><span class="PUNC">]</span><span class="PUNC">.</span><span class="NAME">normal</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 73</span> </span><span class="WHIT">		</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'> 74</span> 
<span class='line'> 75</span> </span><span class="WHIT">		</span><span class="NAME">this.m_bInternalData</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">true</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 76</span> </span><span class="WHIT">	</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'> 77</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 78</span> 
<span class='line'> 79</span> </span><span class="COMM">/**
<span class='line'> 80</span> 	Get the core submesh.&lt;br />
<span class='line'> 81</span> 	This function returns the core submesh on which this submesh instance is based on.
<span class='line'> 82</span> 	@returns {Cal3D.CalCoreSubmesh} The core submesh.
<span class='line'> 83</span> */</span><span class="WHIT">
<span class='line'> 84</span> </span><span class="NAME">Cal3D.CalSubmesh.prototype.getCoreSubmesh</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'> 85</span> </span><span class="WHIT">	</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="NAME">this.m_coreSubmesh</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 86</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 87</span> 
<span class='line'> 88</span> </span><span class="COMM">/**
<span class='line'> 89</span> 	Get the core material ID.&lt;br />
<span class='line'> 90</span> 	This function returns the core material ID of the submesh instance.
<span class='line'> 91</span> 	@returns {number} The ID of the core material.
<span class='line'> 92</span> */</span><span class="WHIT">
<span class='line'> 93</span> </span><span class="NAME">Cal3D.CalSubmesh.prototype.getCoreMaterialId</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'> 94</span> </span><span class="WHIT">	</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="NAME">this.m_coreMaterialId</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 95</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 96</span> 
<span class='line'> 97</span> </span><span class="COMM">/**
<span class='line'> 98</span> 	Get the number of faces.&lt;br />
<span class='line'> 99</span> 	This function returns the number of faces in the submesh instance.
<span class='line'>100</span> 	@returns {number} The number of faces.
<span class='line'>101</span> */</span><span class="WHIT">
<span class='line'>102</span> </span><span class="NAME">Cal3D.CalSubmesh.prototype.getFaceCount</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>103</span> </span><span class="WHIT">	</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="NAME">this.m_faceCount</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>104</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>105</span> 
<span class='line'>106</span> </span><span class="COMM">/**
<span class='line'>107</span> 	Get the face data.&lt;br />
<span class='line'>108</span> 	This function returns the face data (vertex indices) of the submesh instance. The LOD setting of the submesh instance is taken into account.
<span class='line'>109</span> 	@param {Array} faceBuffer The user-provided buffer where the face data is written to. This is an output parameter.
<span class='line'>110</span> 	@returns {number} The number of faces written to the buffer.
<span class='line'>111</span> */</span><span class="WHIT">
<span class='line'>112</span> </span><span class="NAME">Cal3D.CalSubmesh.prototype.getFaces</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="NAME">faceBuffer</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>113</span> </span><span class="WHIT">	</span><span class="COMM">// copy the face vector to the face buffer</span><span class="WHIT">
<span class='line'>114</span> </span><span class="WHIT">	</span><span class="KEYW">for</span><span class="PUNC">(</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">i</span><span class="PUNC">=</span><span class="NUMB">0</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">j</span><span class="PUNC">=</span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">i</span><span class="PUNC">&lt;</span><span class="NAME">this.m_faceCount</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">i</span><span class="PUNC">++</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">j</span><span class="PUNC">+</span><span class="PUNC">=</span><span class="NUMB">3</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>115</span> </span><span class="WHIT">		</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">faceVertId</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">this.m_vectorFace</span><span class="PUNC">[</span><span class="NAME">i</span><span class="PUNC">]</span><span class="PUNC">.</span><span class="NAME">vertexId</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>116</span> </span><span class="WHIT">		</span><span class="NAME">faceBuffer</span><span class="PUNC">[</span><span class="NAME">j</span><span class="WHIT">    </span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">faceVertId</span><span class="PUNC">[</span><span class="NUMB">0</span><span class="PUNC">]</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>117</span> </span><span class="WHIT">		</span><span class="NAME">faceBuffer</span><span class="PUNC">[</span><span class="NAME">j</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="WHIT"> </span><span class="NUMB">1</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">faceVertId</span><span class="PUNC">[</span><span class="NUMB">1</span><span class="PUNC">]</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>118</span> </span><span class="WHIT">		</span><span class="NAME">faceBuffer</span><span class="PUNC">[</span><span class="NAME">j</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="WHIT"> </span><span class="NUMB">2</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">faceVertId</span><span class="PUNC">[</span><span class="NUMB">2</span><span class="PUNC">]</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>119</span> </span><span class="WHIT">	</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>120</span> 
<span class='line'>121</span> </span><span class="WHIT">	</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="NAME">this.m_faceCount</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>122</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>123</span> 
<span class='line'>124</span> </span><span class="COMM">/**
<span class='line'>125</span> 	Get the normal list.&lt;br />
<span class='line'>126</span> 	This function returns the list that contains all normals of the submesh instance.
<span class='line'>127</span> 	@returns {Array} The normal list.
<span class='line'>128</span> */</span><span class="WHIT">
<span class='line'>129</span> </span><span class="NAME">Cal3D.CalSubmesh.prototype.getVectorNormal</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>130</span> </span><span class="WHIT">	</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="NAME">this.m_vectorNormal</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>131</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>132</span> 
<span class='line'>133</span> </span><span class="COMM">/**
<span class='line'>134</span> 	Get the list of the tangent space lists.&lt;br />
<span class='line'>135</span> 	This function returns the list that contains all tangent space bases of the submesh instance. This list contains another list 
<span class='line'>136</span> 	because there can be more than one texture map at each vertex.
<span class='line'>137</span> 	@returns {Array} The  list of the tangent space lists.
<span class='line'>138</span> */</span><span class="WHIT">
<span class='line'>139</span> </span><span class="NAME">Cal3D.CalSubmesh.prototype.getVectorVectorTangentSpace</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>140</span> </span><span class="WHIT">	</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="NAME">this.m_vectorvectorTangentSpace</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>141</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>142</span> 
<span class='line'>143</span> </span><span class="COMM">/**
<span class='line'>144</span> 	Get the physical property list.&lt;br />
<span class='line'>145</span> 	This function returns the list that contains all physical properties of the submesh instance.
<span class='line'>146</span> 	@returns {Array} The physical property list.
<span class='line'>147</span> */</span><span class="WHIT">
<span class='line'>148</span> </span><span class="NAME">Cal3D.CalSubmesh.prototype.getVectorPhysicalProperty</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>149</span> </span><span class="WHIT">	</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="NAME">this.m_vectorPhysicalProperty</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>150</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>151</span> 
<span class='line'>152</span> </span><span class="COMM">/**
<span class='line'>153</span> 	Get the vertex list.&lt;br />
<span class='line'>154</span> 	This function returns the list that contains all vertices of the submesh instance.
<span class='line'>155</span> 	@returns {Array} The vertex list.
<span class='line'>156</span> */</span><span class="WHIT">
<span class='line'>157</span> </span><span class="NAME">Cal3D.CalSubmesh.prototype.getVectorVertex</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>158</span> </span><span class="WHIT">	</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="NAME">this.m_vectorVertex</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>159</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>160</span> 
<span class='line'>161</span> </span><span class="COMM">/**
<span class='line'>162</span> 	Get the number of vertices.&lt;br />
<span class='line'>163</span> 	This function returns the number of vertices in the submesh instance.
<span class='line'>164</span> 	@returns {number} The number of vertices.
<span class='line'>165</span> */</span><span class="WHIT">
<span class='line'>166</span> </span><span class="NAME">Cal3D.CalSubmesh.prototype.getVertexCount</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>167</span> </span><span class="WHIT">	</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="NAME">this.m_vertexCount</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>168</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>169</span> 
<span class='line'>170</span> </span><span class="COMM">/**
<span class='line'>171</span> 	Check if the submesh instance handles vertex data internally.&lt;br />
<span class='line'>172</span> 	This function returns wheter the submesh instance handles vertex data internally.
<span class='line'>173</span> 	@returns {boolean} Whether the submesh instance handles vertex data internally.
<span class='line'>174</span> */</span><span class="WHIT">
<span class='line'>175</span> </span><span class="NAME">Cal3D.CalSubmesh.prototype.hasInternalData</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>176</span> </span><span class="WHIT">	</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="NAME">this.m_bInternalData</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>177</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>178</span> 
<span class='line'>179</span> </span><span class="COMM">/**
<span class='line'>180</span> 	Disable internal data (and thus springs system).
<span class='line'>181</span> */</span><span class="WHIT">
<span class='line'>182</span> </span><span class="NAME">Cal3D.CalSubmesh.prototype.disableInternalData</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>183</span> </span><span class="WHIT">	</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="NAME">this.m_bInternalData</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>184</span> </span><span class="WHIT">		</span><span class="NAME">this.m_vectorVertex</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="PUNC">[</span><span class="PUNC">]</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>185</span> </span><span class="WHIT">		</span><span class="NAME">this.m_vectorNormal</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="PUNC">[</span><span class="PUNC">]</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>186</span> </span><span class="WHIT">		</span><span class="NAME">this.m_vectorvectorTangentSpace</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="PUNC">[</span><span class="PUNC">]</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>187</span> </span><span class="WHIT">		</span><span class="NAME">this.m_vectorPhysicalProperty</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="PUNC">[</span><span class="PUNC">]</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>188</span> </span><span class="WHIT">		</span><span class="NAME">this.m_bInternalData</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">false</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>189</span> </span><span class="WHIT">	</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>190</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>191</span> 
<span class='line'>192</span> </span><span class="COMM">/**
<span class='line'>193</span> 	Set the ID of the core material.&lt;br />
<span class='line'>194</span> 	This function sets the core material ID of the submesh instance.
<span class='line'>195</span> 	@param {number} coreMaterialId The core material ID to be set.
<span class='line'>196</span> */</span><span class="WHIT">
<span class='line'>197</span> </span><span class="NAME">Cal3D.CalSubmesh.prototype.setCoreMaterialId</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="NAME">coreMaterialId</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>198</span> </span><span class="WHIT">	</span><span class="NAME">this.m_coreMaterialId</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">coreMaterialId</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>199</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>200</span> 
<span class='line'>201</span> </span><span class="COMM">/**
<span class='line'>202</span> 	Set the current LOD level.&lt;br />
<span class='line'>203</span> 	This function sets the current LOD level of the submesh instance.
<span class='line'>204</span> 	@param {number} lodLevel The LOD level in the range [0.0, 1.0].
<span class='line'>205</span> */</span><span class="WHIT">
<span class='line'>206</span> </span><span class="NAME">Cal3D.CalSubmesh.prototype.setLodLevel</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="NAME">lodLevel</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>207</span> </span><span class="WHIT">	</span><span class="COMM">// clamp the lod level to [0.0, 1.0]</span><span class="WHIT">
<span class='line'>208</span> </span><span class="WHIT">	</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="NAME">lodLevel</span><span class="WHIT"> </span><span class="PUNC">&lt;</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="WHIT">
<span class='line'>209</span> </span><span class="WHIT">		</span><span class="NAME">lodLevel</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>210</span> </span><span class="WHIT">	</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="NAME">lodLevel</span><span class="WHIT"> </span><span class="PUNC">></span><span class="WHIT"> </span><span class="NUMB">1</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="WHIT">
<span class='line'>211</span> </span><span class="WHIT">		</span><span class="NAME">lodLevel</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">1</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>212</span> 
<span class='line'>213</span> </span><span class="WHIT">	</span><span class="COMM">// get the lod count of the core submesh</span><span class="WHIT">
<span class='line'>214</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">lodCount</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">this.m_coreSubmesh.getLodCount</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>215</span> 
<span class='line'>216</span> </span><span class="WHIT">	</span><span class="COMM">// calculate the target lod count</span><span class="WHIT">
<span class='line'>217</span> </span><span class="WHIT">	</span><span class="NAME">lodCount</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="PUNC">~</span><span class="PUNC">~</span><span class="PUNC">(</span><span class="PUNC">(</span><span class="NUMB">1</span><span class="WHIT"> </span><span class="PUNC">-</span><span class="WHIT"> </span><span class="NAME">lodLevel</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">lodCount</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>218</span> 
<span class='line'>219</span> </span><span class="WHIT">	</span><span class="COMM">// calculate the new number of vertices</span><span class="WHIT">
<span class='line'>220</span> </span><span class="WHIT">	</span><span class="NAME">this.m_vertexCount</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">this.m_coreSubmesh.getVertexCount</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">-</span><span class="WHIT"> </span><span class="NAME">lodCount</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>221</span> 
<span class='line'>222</span> </span><span class="WHIT">	</span><span class="COMM">// get face vector of the core submesh</span><span class="WHIT">
<span class='line'>223</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">vectorFace</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">this.m_coreSubmesh.getVectorFace</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>224</span> 
<span class='line'>225</span> </span><span class="WHIT">	</span><span class="COMM">// get face vector of the core submesh</span><span class="WHIT">
<span class='line'>226</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">vectorVertex</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">this.m_coreSubmesh.getVectorVertex</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>227</span> 
<span class='line'>228</span> </span><span class="WHIT">	</span><span class="COMM">// calculate the new number of faces</span><span class="WHIT">
<span class='line'>229</span> </span><span class="WHIT">	</span><span class="NAME">this.m_faceCount</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vectorFace.length</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>230</span> 
<span class='line'>231</span> </span><span class="WHIT">	</span><span class="KEYW">for</span><span class="PUNC">(</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">vertexId</span><span class="PUNC">=</span><span class="NAME">vectorVertex.length</span><span class="PUNC">-</span><span class="NUMB">1</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">vertexId</span><span class="PUNC">>=</span><span class="NAME">this.m_vertexCount</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">vertexId</span><span class="PUNC">--</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>232</span> </span><span class="WHIT">		</span><span class="NAME">this.m_faceCount</span><span class="WHIT"> </span><span class="PUNC">-</span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vectorVertex</span><span class="PUNC">[</span><span class="NAME">vertexId</span><span class="PUNC">]</span><span class="PUNC">.</span><span class="NAME">faceCollapseCount</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>233</span> </span><span class="WHIT">	</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>234</span> 
<span class='line'>235</span> </span><span class="WHIT">	</span><span class="COMM">// fill the face vector with the collapsed vertex ids</span><span class="WHIT">
<span class='line'>236</span> </span><span class="WHIT">	</span><span class="KEYW">for</span><span class="PUNC">(</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">faceId</span><span class="PUNC">=</span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">faceId</span><span class="PUNC">&lt;</span><span class="NAME">this.m_faceCount</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">faceId</span><span class="PUNC">++</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>237</span> </span><span class="WHIT">		</span><span class="KEYW">for</span><span class="PUNC">(</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">vertexId</span><span class="PUNC">=</span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">vertexId</span><span class="PUNC">&lt;</span><span class="NUMB">3</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">vertexId</span><span class="PUNC">++</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>238</span> </span><span class="WHIT">			</span><span class="COMM">// get the vertex id</span><span class="WHIT">
<span class='line'>239</span> </span><span class="WHIT">			</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">collapsedVertexId</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vectorFace</span><span class="PUNC">[</span><span class="NAME">faceId</span><span class="PUNC">]</span><span class="PUNC">.</span><span class="NAME">vertexId</span><span class="PUNC">[</span><span class="NAME">vertexId</span><span class="PUNC">]</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>240</span> 
<span class='line'>241</span> </span><span class="WHIT">			</span><span class="COMM">// collapse the vertex id until it fits into the current lod level</span><span class="WHIT">
<span class='line'>242</span> </span><span class="WHIT">			</span><span class="COMM">// FIXME: this may cause an infinit loop</span><span class="WHIT">
<span class='line'>243</span> </span><span class="WHIT">			</span><span class="KEYW">while</span><span class="PUNC">(</span><span class="NAME">collapsedVertexId</span><span class="WHIT"> </span><span class="PUNC">>=</span><span class="WHIT"> </span><span class="NAME">this.m_vertexCount</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>244</span> </span><span class="WHIT">				</span><span class="NAME">collapsedVertexId</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vectorVertex</span><span class="PUNC">[</span><span class="NAME">collapsedVertexId</span><span class="PUNC">]</span><span class="PUNC">.</span><span class="NAME">collapseId</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>245</span> </span><span class="WHIT">			</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>246</span> 
<span class='line'>247</span> </span><span class="WHIT">			</span><span class="COMM">// store the collapse vertex id in the submesh face vector</span><span class="WHIT">
<span class='line'>248</span> </span><span class="WHIT">			</span><span class="NAME">this.m_vectorFace</span><span class="PUNC">[</span><span class="NAME">faceId</span><span class="PUNC">]</span><span class="PUNC">.</span><span class="NAME">vertexId</span><span class="PUNC">[</span><span class="NAME">vertexId</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">collapsedVertexId</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>249</span> </span><span class="WHIT">		</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>250</span> </span><span class="WHIT">	</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>251</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>252</span> 
<span class='line'>253</span> </span><span class="COMM">/**
<span class='line'>254</span> 	Check if tangent vectors are enabled.&lt;br />
<span class='line'>255</span> 	This function returns true if the submesh contains tangent vectors.
<span class='line'>256</span> 	@param {number} mapId The ID of the texture map.
<span class='line'>257</span> 	@returns {boolean} Whether the tangent vectors are enabled.
<span class='line'>258</span> */</span><span class="WHIT">
<span class='line'>259</span> </span><span class="NAME">Cal3D.CalSubmesh.prototype.isTangentsEnabled</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="NAME">mapId</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>260</span> </span><span class="WHIT">	</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="NAME">this.m_coreSubmesh.isTangentsEnabled</span><span class="PUNC">(</span><span class="NAME">mapId</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>261</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>262</span> 
<span class='line'>263</span> </span><span class="COMM">/**
<span class='line'>264</span> 	Enable (and calculate) or disable the storage of tangent spaces.&lt;br />
<span class='line'>265</span> 	This function enables or disables the storage of tangent space bases.
<span class='line'>266</span> 	@param {number} mapId The ID of the texture map.
<span class='line'>267</span> 	@param {boolean} enabled Set to true to enable the tangent spaces, false to disable it.
<span class='line'>268</span> 	@returns {boolean} true if succeeded; false if any error happened.
<span class='line'>269</span> */</span><span class="WHIT">
<span class='line'>270</span> </span><span class="NAME">Cal3D.CalSubmesh.prototype.enableTangents</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="NAME">mapId</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">enabled</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>271</span> </span><span class="WHIT">	</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="PUNC">!</span><span class="NAME">this.m_coreSubmesh.enableTangents</span><span class="PUNC">(</span><span class="NAME">mapId</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">enabled</span><span class="PUNC">)</span><span class="PUNC">)</span><span class="WHIT">
<span class='line'>272</span> </span><span class="WHIT">		</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="KEYW">false</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>273</span> 
<span class='line'>274</span> </span><span class="WHIT">	</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="PUNC">!</span><span class="NAME">this.m_bInternalData</span><span class="PUNC">)</span><span class="WHIT">
<span class='line'>275</span> </span><span class="WHIT">		</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="KEYW">true</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>276</span> 
<span class='line'>277</span> </span><span class="WHIT">	</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="PUNC">!</span><span class="NAME">enabled</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>278</span> </span><span class="WHIT">		</span><span class="NAME">this.m_vectorvectorTangentSpace</span><span class="PUNC">[</span><span class="NAME">mapId</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="PUNC">[</span><span class="PUNC">]</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>279</span> </span><span class="WHIT">		</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="KEYW">true</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>280</span> </span><span class="WHIT">	</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>281</span> 
<span class='line'>282</span> </span><span class="WHIT">	</span><span class="NAME">this.m_vectorvectorTangentSpace</span><span class="PUNC">[</span><span class="NAME">mapId</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">new</span><span class="WHIT"> </span><span class="NAME">Array</span><span class="PUNC">(</span><span class="NAME">this.m_coreSubmesh.getVertexCount</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>283</span> 
<span class='line'>284</span> </span><span class="WHIT">	</span><span class="COMM">// get the tangent space vector of the core submesh</span><span class="WHIT">
<span class='line'>285</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">vectorTangentSpace</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">this.m_coreSubmesh.getVectorVectorTangentSpace</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">[</span><span class="NAME">mapId</span><span class="PUNC">]</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>286</span> 
<span class='line'>287</span> </span><span class="WHIT">	</span><span class="COMM">// copy the data from the core submesh as default values</span><span class="WHIT">
<span class='line'>288</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">vertexCount</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">this.m_coreSubmesh.getVertexCount</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>289</span> </span><span class="WHIT">	</span><span class="KEYW">for</span><span class="PUNC">(</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">vertexId</span><span class="PUNC">=</span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">vertexId</span><span class="PUNC">&lt;</span><span class="NAME">vertexCount</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">vertexId</span><span class="PUNC">++</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>290</span> </span><span class="WHIT">		</span><span class="COMM">// copy the tangent space data</span><span class="WHIT">
<span class='line'>291</span> </span><span class="WHIT">		</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">tangentSpace</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">new</span><span class="WHIT"> </span><span class="NAME">Cal3D.CalSubmesh.TangentSpace</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>292</span> </span><span class="WHIT">		</span><span class="NAME">tangentSpace.tangent.assign</span><span class="PUNC">(</span><span class="NAME">vectorTangentSpace</span><span class="PUNC">[</span><span class="NAME">vertexId</span><span class="PUNC">]</span><span class="PUNC">.</span><span class="NAME">tangent</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>293</span> </span><span class="WHIT">		</span><span class="NAME">tangentSpace.crossFactor</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vectorTangentSpace</span><span class="PUNC">[</span><span class="NAME">vertexId</span><span class="PUNC">]</span><span class="PUNC">.</span><span class="NAME">crossFactor</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>294</span> </span><span class="WHIT">		</span><span class="NAME">this.m_vectorvectorTangentSpace</span><span class="PUNC">[</span><span class="NAME">mapId</span><span class="PUNC">]</span><span class="PUNC">[</span><span class="NAME">vertexId</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">tangentSpace</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>295</span> </span><span class="WHIT">	</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>296</span> 
<span class='line'>297</span> </span><span class="WHIT">	</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="KEYW">true</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>298</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>299</span> 
<span class='line'>300</span> </span><span class="NAME">Cal3D.CalSubmesh.prototype.getVectorWeight</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>301</span> </span><span class="WHIT">	</span><span class="KEYW">throw</span><span class="WHIT"> </span><span class="STRN">'not implemented error'</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>302</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>303</span> 
<span class='line'>304</span> </span><span class="COMM">/**
<span class='line'>305</span> 	Set weight of a morph target with the given ID.&lt;br />
<span class='line'>306</span> 	@param {number} blendId The morph target ID.
<span class='line'>307</span> 	@param {number} weight The weight to be set.
<span class='line'>308</span> */</span><span class="WHIT">
<span class='line'>309</span> </span><span class="NAME">Cal3D.CalSubmesh.prototype.setMorphTargetWeight</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="NAME">blendId</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">weight</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>310</span> </span><span class="WHIT">	</span><span class="NAME">this.m_vectorMorphTargetWeight</span><span class="PUNC">[</span><span class="NAME">blendId</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">weight</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>311</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>312</span> 
<span class='line'>313</span> </span><span class="COMM">/**
<span class='line'>314</span> 	Get eight of a morph target with the given ID.&lt;br />
<span class='line'>315</span> 	@param {number} blendId The morph target ID.
<span class='line'>316</span> 	@returns {number} The weight of the morph target.
<span class='line'>317</span> */</span><span class="WHIT">
<span class='line'>318</span> </span><span class="NAME">Cal3D.CalSubmesh.prototype.getMorphTargetWeight</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="NAME">blendId</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>319</span> </span><span class="WHIT">	</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="NAME">this.m_vectorMorphTargetWeight</span><span class="PUNC">[</span><span class="NAME">blendId</span><span class="PUNC">]</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>320</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>321</span> 
<span class='line'>322</span> </span><span class="COMM">/**
<span class='line'>323</span> 	Get weight of the base vertices.&lt;br />
<span class='line'>324</span> 	@returns {number} The weight of the base vertices.
<span class='line'>325</span> */</span><span class="WHIT">
<span class='line'>326</span> </span><span class="NAME">Cal3D.CalSubmesh.prototype.getBaseWeight</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>327</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">baseWeight</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">1</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>328</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">morphTargetCount</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">this.getMorphTargetWeightCount</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>329</span> </span><span class="WHIT">	</span><span class="KEYW">for</span><span class="PUNC">(</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">morphTargetId</span><span class="PUNC">=</span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">morphTargetId</span><span class="PUNC">&lt;</span><span class="NAME">morphTargetCount</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">morphTargetId</span><span class="PUNC">++</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>330</span> </span><span class="WHIT">		</span><span class="NAME">baseWeight</span><span class="WHIT"> </span><span class="PUNC">-</span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">this.m_vectorMorphTargetWeight</span><span class="PUNC">[</span><span class="NAME">morphTargetId</span><span class="PUNC">]</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>331</span> </span><span class="WHIT">	</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>332</span> 
<span class='line'>333</span> </span><span class="WHIT">	</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="NAME">baseWeight</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>334</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>335</span> 
<span class='line'>336</span> </span><span class="COMM">/**
<span class='line'>337</span> 	Get the number of weights.&lt;br />
<span class='line'>338</span> 	This function returns the number of weights.
<span class='line'>339</span> 	@returns {number} The number of weights.
<span class='line'>340</span> */</span><span class="WHIT">
<span class='line'>341</span> </span><span class="NAME">Cal3D.CalSubmesh.prototype.getMorphTargetWeightCount</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>342</span> </span><span class="WHIT">	</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="NAME">this.m_vectorMorphTargetWeight.length</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>343</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>344</span> 
<span class='line'>345</span> </span><span class="COMM">/**
<span class='line'>346</span> 	Get the morph target weight list.&lt;br />
<span class='line'>347</span> 	This function returns the list that contains all weights for each morph target instance.
<span class='line'>348</span> 	@returns {Array} The morph target weight list.
<span class='line'>349</span> */</span><span class="WHIT">
<span class='line'>350</span> </span><span class="NAME">Cal3D.CalSubmesh.prototype.getVectorMorphTargetWeight</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>351</span> </span><span class="WHIT">	</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="NAME">this.m_vectorMorphTargetWeight</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>352</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>353</span> 
<span class='line'>354</span> 
<span class='line'>355</span> 
<span class='line'>356</span> </span><span class="COMM">/**
<span class='line'>357</span> 	@class PhysicalProperty
<span class='line'>358</span> 
<span class='line'>359</span> 	The physical property structure for the CalSubmesh class.
<span class='line'>360</span> */</span><span class="WHIT">
<span class='line'>361</span> </span><span class="NAME">Cal3D.CalSubmesh.PhysicalProperty</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>362</span> </span><span class="WHIT">	</span><span class="NAME">this.position</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">new</span><span class="WHIT"> </span><span class="NAME">Cal3D.CalVector</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>363</span> </span><span class="WHIT">	</span><span class="NAME">this.positionOld</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">new</span><span class="WHIT"> </span><span class="NAME">Cal3D.CalVector</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>364</span> </span><span class="WHIT">	</span><span class="NAME">this.force</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">new</span><span class="WHIT"> </span><span class="NAME">Cal3D.CalVector</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>365</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>366</span> 
<span class='line'>367</span> 
<span class='line'>368</span> 
<span class='line'>369</span> </span><span class="COMM">/**
<span class='line'>370</span> 	@class TangentSpace
<span class='line'>371</span> 
<span class='line'>372</span> 	The tangent space structure for the CalSubmesh class.
<span class='line'>373</span> */</span><span class="WHIT">
<span class='line'>374</span> </span><span class="NAME">Cal3D.CalSubmesh.TangentSpace</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>375</span> </span><span class="WHIT">	</span><span class="NAME">this.tangent</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">new</span><span class="WHIT"> </span><span class="NAME">Cal3D.CalVector</span><span class="PUNC">;</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>376</span> </span><span class="WHIT">	</span><span class="NAME">this.crossFactor</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>377</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>378</span> 
<span class='line'>379</span> 
<span class='line'>380</span> 
<span class='line'>381</span> </span><span class="COMM">/**
<span class='line'>382</span> 	@class Face
<span class='line'>383</span> 
<span class='line'>384</span> 	The face structure for the CalSubmesh class.
<span class='line'>385</span> */</span><span class="WHIT">
<span class='line'>386</span> </span><span class="NAME">Cal3D.CalSubmesh.Face</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>387</span> </span><span class="WHIT">	</span><span class="NAME">this.vertexId</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="PUNC">[</span><span class="NUMB">0</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">]</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>388</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>389</span> </span></pre></body></html>